Caretaker's Talent
The elegance here is that the base level charges nothing extra to draw: it turns any repeatable token maker you already control into a card-advantage engine, throttled to one draw per turn so it rewards a wide, steady stream of tokens rather than a single explosive burst. That throttle is what makes it an engine instead of a combo piece; it wants a board that produces a token every turn, not a hundred tokens at once. The level structure bends toward that same plan. Level 2 pays a single white to copy a token you already have, doubling whatever the best thing on the board is: a treasure, a clue, a creature, or another engine. The level 3 anthem is the payoff for the go-wide deck that got there, turning a swarm of 1/1s into a real clock. What holds the design together is that each level answers a different phase of the same game: the base ability keeps your hand full during the grind, level 2 accelerates the best token you find, and level 3 converts accumulated width into damage. Classes are cumulative by nature (leveling adds the new ability without discarding the old one), and most Class enchantments treat that as three loosely related bonuses stapled to one card. This one is built so the linear structure actually compounds: every level you buy makes the ones beneath it hit harder, which is a rarer thing for the type line to pull off.


